THE SOCIAL CONTEXT OF ONLINE GAMING: AN ANALYSIS ON THE SOCIAL RELATIONS AMONG “WARCRAFT” PLAYERS
Year 2011,
Issue: 25, 1 - 20, 01.03.2011
Göknur Ege
Nicholas Koullapıs
Abstract
This paper is concerned with the social aspects of “game worlds” and attempts to analyse the social relationships in a game by researching the illustration of World of Warcraft. This work aimed to obtain an understanding of how a Multi Player Online Game -World of Warcraft- could occupy within the players’ social lives. This study based on a research that seeks to discover social context of a game experience through investigating certain variables such as level of involvement in the game, the links between Ingame and real life, belonging to a game community
References
- BRIGNALL, Thomas W., Van Valey, Thomas L., 2007 ,“An Online Community as a New Tribalism: the World of Warcraft”, Proceedings of the 40th Annual Hawaii International Conference on System Sciences (HICSS'07), IEEE, IEEE Computer Society Press
- CHEE, F., Vieta, M., and Smith, R., 2006, "Online Gaming and the Interactional Self: Identity Interplay in Situated Practice", In J. P. Williams, S. Q. Hendricks & W. K. Winkler (Eds.), Gaming as Culture: Essays on Reality, Identity, and Experience in Fantasy Games, Jefferson, NC: McFarland Publishing, pp.154-174.
- DUCHENEAUT, N., Moore R.J., 2004 “The Social Side of Gaming: A Study of Interaction Patterns in a Massively Multiplayer Online Game”, CSCW’04, November 6–10, Chicago, IL, USA.
- EGE, G., KOULLAPIS, N., 2009, “Social Nature of Time and Space in Online Games: Designing Fantastic Social Worlds”, The Real and the Virtual: Critical Issues in Cybercultures, Eds: D Riha, A.Maj, Oxford-United Kingdom: Interdisciplinary Press
- NARDI, B., HARRIS J., 2004, “Strangers and Friends: Collaborative Play in World of Warcraft”, CSCW’04, November 6–10, Chicago, IL, USA
- RHEINGOLD, Howard, 1993, The Virtual Community: Homesteading on the Electronic Frontier, Menlo Park, CA: Addison-Wesley
- RICHARD, Bartle, 2001, Designing Virtual Worlds, New Riders Publication
- RUSAW, E., 2011, “Language and Social Interaction in the Virtual Space of World of Warcraft”, Studies in the Linguistic Sciences: Illinois Working Papers, p: 66-88
- SLATER, Mel, et. al V, 2009, “How We Experience Immersive Virtual Environments: The Concept of Presence and Its Measurement”, Psychology Yearbook (Anuario de Psicología), Faculty of Psychology, University of Barcelona vol. 40, no: 2, 193-210, Barcelona.
- TAYLOR, T.L., “Living Digitally: Embodiment in Virtual Worlds in The Social Life of Avatars: Presence and Interaction in Shared Virtual” EnvR. Schroeder (Ed.) Ironments. London: Springer-Verlag, pp: 40-62 2002
Online Oyun Oynamanın Sosyal Bağlamı:
“Warcraft” Oyuncuları Arasındaki Sosyal İlişkiler Üzerine Bir İnceleme
Year 2011,
Issue: 25, 1 - 20, 01.03.2011
Göknur Ege
Nicholas Koullapıs
Abstract
“Oyun dünyaları”nın sosyal yönlerini ele alan bu makalede World of Warcraft örneğinin araştırılması suretiyle bir oyun içindeki sosyal ilişkiler incelenmeye çalışılmaktadır. Bu çalışma çok kullanıcılı online bir oyunun –World of Warcraft- oyuncuların yaşamlarında nasıl bir yer tuttuğuna dair fikir edinmeyi amaçlamaktadır. Araştırma, oyuna dâhil olma, gerçek yaşamla oyundaki yaşam arasındaki bağlantılar ve bir topluluğa ait olma gibi belirli değişkenlerin incelenmesi yoluyla oyun deneyiminin sosyal bağlamını ortaya çıkarmaya çalışan bir alan çalışmasına dayanmaktadır
References
- BRIGNALL, Thomas W., Van Valey, Thomas L., 2007 ,“An Online Community as a New Tribalism: the World of Warcraft”, Proceedings of the 40th Annual Hawaii International Conference on System Sciences (HICSS'07), IEEE, IEEE Computer Society Press
- CHEE, F., Vieta, M., and Smith, R., 2006, "Online Gaming and the Interactional Self: Identity Interplay in Situated Practice", In J. P. Williams, S. Q. Hendricks & W. K. Winkler (Eds.), Gaming as Culture: Essays on Reality, Identity, and Experience in Fantasy Games, Jefferson, NC: McFarland Publishing, pp.154-174.
- DUCHENEAUT, N., Moore R.J., 2004 “The Social Side of Gaming: A Study of Interaction Patterns in a Massively Multiplayer Online Game”, CSCW’04, November 6–10, Chicago, IL, USA.
- EGE, G., KOULLAPIS, N., 2009, “Social Nature of Time and Space in Online Games: Designing Fantastic Social Worlds”, The Real and the Virtual: Critical Issues in Cybercultures, Eds: D Riha, A.Maj, Oxford-United Kingdom: Interdisciplinary Press
- NARDI, B., HARRIS J., 2004, “Strangers and Friends: Collaborative Play in World of Warcraft”, CSCW’04, November 6–10, Chicago, IL, USA
- RHEINGOLD, Howard, 1993, The Virtual Community: Homesteading on the Electronic Frontier, Menlo Park, CA: Addison-Wesley
- RICHARD, Bartle, 2001, Designing Virtual Worlds, New Riders Publication
- RUSAW, E., 2011, “Language and Social Interaction in the Virtual Space of World of Warcraft”, Studies in the Linguistic Sciences: Illinois Working Papers, p: 66-88
- SLATER, Mel, et. al V, 2009, “How We Experience Immersive Virtual Environments: The Concept of Presence and Its Measurement”, Psychology Yearbook (Anuario de Psicología), Faculty of Psychology, University of Barcelona vol. 40, no: 2, 193-210, Barcelona.
- TAYLOR, T.L., “Living Digitally: Embodiment in Virtual Worlds in The Social Life of Avatars: Presence and Interaction in Shared Virtual” EnvR. Schroeder (Ed.) Ironments. London: Springer-Verlag, pp: 40-62 2002